Showing posts with label postmortem. Show all posts
Showing posts with label postmortem. Show all posts

Wednesday, December 21, 2016

Christmas blog post

Hi everyone, long time no blog! I've been meaning to do a writeup about our current situation for a while, but just haven't had the time or energy to do so. Now that the holiday season is approaching and things come to a stop for a couple of weeks in Finland I decided to write something.

Choppa postmortem

As it happens 2016 was the year we finally "made it" as game developers and launched our first hit game (Choppa) with over 2 million(!) downloads to date - a number that's hard to comprehend. My last blog entry is dated 31st March 2016 which means it's about three weeks before we launched Choppa on iOS & Android so I had no idea what would happen very soon. Choppa was launched April 21st 2016 during Apple's "Apps for Earth" campaign which we had no knowledge of. We of course immediately thought the game was not going to be featured anywhere because of the prominent earth stuff. Boy were we wrong and we got a "Best new games" feature from Apple in 30 countries, including USA and China. Bigger publishers had been warned about "Apps for Earth" so we got a good slot and for some reason Choppa performed a lot better than the other, more prominently featured free games that week. We got 600 000 downloads and we're #1 iPad Arcade game in many countries, including the US. If I remember correctly we also broke into the top-10 arcade games on iPhone, which is awesome considering the amount of daily downloads you need to get to be there. In a nutshell Choppa was a hit, it made some money, it has had a long lifecycle for such a tiny game (every update we've made except one has been featured in one way or another by Apple). Everything went better than expected.

Other platforms

High from the success of Choppa we also put the game on Steam Greenlight (and got through!) and we also developed an Apple TV version that has also been very well received by players since it's launch on November, 17th 2016. Steam version is still under construction, mostly because of the big changes we need to consider for not being able to monetize the game with ads and in-app purchases. We want to make a good game, not "just a crappy mobile port".

What next?

As Ville has been doing contract work for the last 6 months we've been in a kind of a standstill with creating cool updates and improvements to Choppa and so on. Our next goal is clear though: we want to start working on our next game as soon as possible! As we're completely self-funded we need to consider the time it will take to create it and plan and scope it properly so we don't run out of funds in the middle of development. It's no problem for us to do contract work for a while but we've already witnessed that it's not an optimal solution because it forces one of us to run the company by himself and as the other one doesn't have the energy to work on the game it slows things down so much it's almost a living nightmare. We're also notoriously slow at making games anyway so good planning is key. We hope to be able to shed some light to our future projects soon!

Thanks

I also want to take this time to thank everyone in the Finnish indie scene for the overwhelming amount of support, advice and encouragement we've received since we started. We couldn't have done this without you and I'm completely serious. We've learned so much stuff we couldn't have otherwise without your help. We've also met so many cool people from all around the world since we started and we're super thankful for that. We've been very budget conscious before so we've only traveled around Finland but our goal for the next couple of years is to be able to attend conferences outside Finland too and meet with even more cool people. You're all awesome!

Merry Christmas and a Happy New Year from Parta Games!

God bless you, Antti Kolehmainen, Co-Founder

Sunday, October 25, 2015

Go! Go! Meatball Postmortem

This is Parta Games' first blog post. It's kind of weird to write the first entry during one of the biggest letdowns in my recent memory. I would've liked to write something more positive at first - like hype our next game - but I guess that will have to wait. I'm going to write about our first game release. If my writing seems a bit bitter you are not completely wrong, but my general feeling is still that we got lots of valuable things from this release. Tons of important lessons and lots of experience was gained. Our next game will be and do better! Sorry about the lack of jokes! I'll try to add more next time.

The game and the launch

The game was slated to be released on August 10th. We had announced the release date in many places but we failed to launch because of some App Store approval hurdles. Missing the mark was not that big of a deal to us, we got some good press in Finland. A local magazine wrote about us, YLE (one of the biggest Finnish media houses) made a story about us and it went on local radio, local TV news and the internet where the story reached a lot of people in Finland. It was very exciting! We used every possible social media outlet, contacted every press we could, offered review copies and not counting YLE and local papers - were met with almost universal disinterest. The games press didn't seem to care about our game.

We were super excited that Indie Game Magazine published some news about our upcoming release a couple of weeks before the release and offered to maybe even review the game! We were super thankful... but it seems to have fallen through because we've not heard of it since. We were so thirsty for reviews that even a bad review score would've sufficed. We learned that in the current mobile scene no one wants to review bad or mediocre games. There is no such thing as a bad or mediocre review score or verdict for a mobile game because - to put it bluntly - no one pretty much cares about anything else but the next Angry Birds. That's to be expected when you realize the MASSIVE amount of apps submitted to the App Store every day. You can't afford to go through the garbage. At that point we weren't part of that garbage in our mind.

Our press releases weren't all for naught, though. Before the Android release we'd been noticed by droidgamers.com and techcrunch.net which made us really happy. We managed to not be invisible even though it currently feels a bit like it. Unfortunately not much of our press has translated into actual sales. Same goes for our small Facebook ad campaign that didn't translate into any sales even though we got hundreds of clicks. Bummer.

Go! Go! Meatball was released August 14th on the App Store, only 4 days late and only a couple of months after we started working full-time at Parta Games. We were at the top-10 of the Finnish App Store for a week and got really excited. We were at the top of the paid iPad games category after all! After the sales figures started updating, we learned the brutal first lesson of App Store popularity: you can get to the top of many smaller countries' App Stores top-lists with only a couple of premium sales. Sure, we had an initial sales burst, but it was small: about 20-30 copies which turned out consist of mainly friends and family members. Not many others seemed to buy.

Currently the game has sold under 100 copies after two months on the App Store and a month on Google Play. At this point I can pretty safely say the game will never make ends meet and I have doubts if it will even have any cross-promotion opportunities for our future games. Maybe if we release it for free some day... dunno. When we calculated our company's finances we thought that 2000-4000 sold copies would be enough to fund some of our future games' development. The reality is unfortunately a bit different. It's a huge disappointment, honestly.

Development

We'd been making the game by the two of us for over a year in our spare time and despite our best efforts to keep the game small, it grew bigger than we imagined. In man hours we probably didn't invest that much into the game but when we take the time interval from the first prototype commit to the last before the Android release... the game took almost 4 years to make. You can't make a game on and off for 4 years and not let it grow on you and become a part of what you are.

You must be tempted to as what took us so long. It's not that big of a game?

Originally the game was supposed to be a lot bigger: a game with an actual story (albeit as mindless as the current revision). It was supposed to be a puzzle platformer with autorunning mechanics: touch an object to change the level so you can go forward, solve a couple of puzzles in the way... things like that. It went through couple of revisions under my care and at some point I realized I can't finish it alone since I've been developing it for 2 years without much actual progress.

Then I brought Ville along. We were two old friends dreaming of our own indie game studio since the last century so we thought why the heck not just release this game and start a company. We designed the game from scratch as an endless runner game and started working on it in our spare time, one day a week. I guess my old ideas of a bigger game were too persistent and the game design kept ballooning from every corner. After a while the game had become what it currently is, a non-endless runner platformer game with handmade levels and handmade engine.

So yeah... it took us way too long, the game is not that big and we tried to scope it even smaller, but failed. We removed things that should've not been removed, added things that should've not been added, scoped from the right and the wrong place. The end result is a bit of a mess design-wise. It tries to be something of the original vision but isn't, it tries to be an endless runner and it isn't that either. The biggest struggle was adding content to the game and on hindsight we should've hired a level designer because at least I personally wasn't up to the task. Also the tools and the failed scoping made creating levels a chore. If you don't have fun creating levels for your own game people will not have fun playing them.

We we're also too arrogant in that we wanted to create a nostalgic old-school game with modern mobile mechanics that ALSO has nostalgic old-school business model. Go! Go! Meatball is premium game and we have learned the hard way that your game has to be truly exceptional before people are ready to pay for it upfront. Maybe we would've done better if we went for F2P and in-app-purchases. Maybe not. When I was a kid my mother said that making games is not a real job. I think what she would say today that making premium mobile games is not a real job but F2P is. A little joke there.

End result

All joking aside, the end result is a game that doesn't sell but of which we are nevertheless proud of. We made it completely by ourselves, created our own engine, made all the graphics, music and content and even self-published the game. We think it's a good debut game.

I think it's important to write about failures in the industry that mostly celebrates massive successes. We're not going to give up, and we already have a couple of really cool game projects under construction. Our goal is to be a bit more open with our next projects so stay tuned for twitchy streams and developmenty blogs!

God bless you, Antti Kolehmainen, Co-Founder